using cfg.FunctionLockCfg; using Cysharp.Threading.Tasks; using Framework; using PhxhSDK; using TMPro; using UnityEngine; using UnityEngine.UI; namespace Gameplay.FunctionLock { public sealed class FunctionLock : UIGameObjectWrapper { /// /// 解锁动画 /// private Animator animator; /// /// 解锁描述 /// private TMP_Text textContent; private Button button; /// /// 功能锁数据 /// private FunctionLockNode functionLockData; /// /// 解锁动画触发参数名 /// private const string ANIM_TRIGGER_NAME = "Unlock"; /// /// 动画时长 /// private const float ANIM_TIME = 3f; private bool isPlayingAnim = false; public int FunctionLockId { get { return functionLockData.FunctionLockCfgId; } } public DataFunctionLock cfg; /// /// UI名 /// public string UIName { get { if (null == cfg) return string.Empty; return cfg.UIName; } } public bool IsUnlock { get { #if !FUNCTION_LOCK return true; // 未启用功能锁,永远处于解锁状态 #endif if (null == cfg) return true; return FunctionLockManager.Instance.IsUnlock(cfg.FunctionType); } } public FunctionLock(GameObject root) : base(root, true) { functionLockData = GoRoot.GetComponent(); animator = GetComponent("Lock"); textContent = GetComponent("Lock/TextContent"); button = GetComponent